fix(DB/CreatureScript): The Lurker Below (#2083)

- Fix "The Lurker Below" not spawning.
This commit is contained in:
Stoabrogga
2019-07-24 11:26:37 +02:00
committed by Poszer
parent 763f546d2a
commit b880f007a7
2 changed files with 31 additions and 28 deletions

View File

@@ -8,12 +8,12 @@
enum Spells
{
SPELL_WATER_BOLT = 37138,
SPELL_WHIRL = 37660,
SPELL_GEYSER = 37478,
SPELL_SPOUT_VISUAL = 37431,
SPELL_SPOUT_PERIODIC = 37430,
SPELL_LURKER_SPAWN_TRIGGER = 54587 // Needed for achievement
SPELL_WATER_BOLT = 37138,
SPELL_WHIRL = 37660,
SPELL_GEYSER = 37478,
SPELL_SPOUT_VISUAL = 37431,
SPELL_SPOUT_PERIODIC = 37430,
SPELL_LURKER_SPAWN_TRIGGER = 54587 // Needed for achievement
};
enum Misc
@@ -58,69 +58,69 @@ class boss_the_lurker_below : public CreatureScript
struct boss_the_lurker_belowAI : public BossAI
{
boss_the_lurker_belowAI(Creature* creature) : BossAI(creature, DATA_THE_LURKER_BELOW)
{
}
boss_the_lurker_belowAI(Creature* creature) : BossAI(creature, DATA_THE_LURKER_BELOW) { }
void Reset()
void Reset() override
{
BossAI::Reset();
me->SetReactState(REACT_PASSIVE);
me->SetStandState(UNIT_STAND_STATE_SUBMERGED);
me->SetVisible(false);
me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
// Reset summons
summons.DespawnAll();
}
void JustSummoned(Creature* summon)
void JustSummoned(Creature* summon) override
{
summon->SetInCombatWithZone();
summons.Summon(summon);
}
void DoAction(int32 param)
void DoAction(int32 param) override
{
if (param == ACTION_START_EVENT)
{
me->SetReactState(REACT_AGGRESSIVE);
me->setAttackTimer(BASE_ATTACK, 6000);
me->SetVisible(true);
me->UpdateObjectVisibility(true);
me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
me->SetStandState(UNIT_STAND_STATE_STAND);
me->SetInCombatWithZone();
}
}
void JustDied(Unit* killer)
void JustDied(Unit* killer) override
{
BossAI::JustDied(killer);
}
void AttackStart(Unit* who)
void AttackStart(Unit* who) override
{
if (who && me->GetReactState() == REACT_AGGRESSIVE)
me->Attack(who, true);
}
void EnterCombat(Unit* who)
void EnterCombat(Unit* /*who*/) override
{
BossAI::EnterCombat(who);
me->setAttackTimer(BASE_ATTACK, 6000);
me->SetVisible(true);
me->UpdateObjectVisibility(true);
me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
me->SetStandState(UNIT_STAND_STATE_STAND);
events.ScheduleEvent(EVENT_SPELL_WHIRL, 18000);
events.ScheduleEvent(EVENT_SPELL_SPOUT, 45000);
events.ScheduleEvent(EVENT_SPELL_GEYSER, 10000);
events.ScheduleEvent(EVENT_PHASE_2, 125000);
}
void MoveInLineOfSight(Unit* /*who*/)
{
}
void UpdateAI(uint32 diff)
void UpdateAI(uint32 diff) override
{
if (!UpdateVictim())
return;
events.Update(diff);
if (me->HasUnitState(UNIT_STATE_CASTING))
return;
events.Update(diff);
switch (events.ExecuteEvent())
{
case EVENT_SPELL_WHIRL: